Discovery
Researching + Designing XR Interfaces
Background
XR is reshaping the rules of interaction design, opening new ways for people to connect with information and each other. Through research and prototyping, I explore how interfaces can evolve to seize the opportunities of this accelerating frontier. In 3D spaces, human–computer interaction can mirror natural gestures, movement, and behaviors to create fluid, intuitive experiences. My background with VR/AR applications like VRChat gives me firsthand and community-driven insights into how these interactions can be designed and improved.
Thinking
To ground my exploration, I started with informal interviews of friends who ranged from frequent XR users to casual experimenters. I drafted a general interview guide, but let the conversations flow so I could capture frustrations like sick drift, lag, or awkward interfaces in their own words. Instead of focusing only on direct answers, I looked for themes around immersion, familiarity, and self-expression.
I reviewed existing XR interaction concepts and frameworks, paying special attention to hand-tracking, eye-tracking, and accessibility constraints. I used these frameworks to evaluate how different interaction patterns might scale from early prototypes into more robust systems.
Using ShapesXR, I prototyped a series of XR interface concepts. I began with traditional flat-screen layouts, then expanded into more spatial control systems and floating UI elements to test more immersive interaction flows. This helped me rapidly iterate on how XR interfaces can better support presence, clarity, and ease of use.
Considerations
As XR hardware evolves, interfaces must adapt to new input methods like hand tracking, eye tracking, and subtle micro- gestures. The floating ring menus and wrist-based controls I explored need to feel effortless in motion, avoid fatigue, and remain readable across a range of viewing distances. I also considered how these systems might scale across devices, from PC-tethered headsets to standalone head-mounted displays.
Looking ahead, I’m interested in how these interaction patterns can become more inclusive—supporting different abilities and comfort levels while still feeling expressive and playful in 3D.